コード例 #1
0
ファイル: st-scroll-view.c プロジェクト: aldatsa/Cinnamon
/**
 * st_scroll_view_update_vfade_effect:
 * @self: a #StScrollView
 * @fade_offset: The length of the fade effect, in pixels.
 *
 * Sets the height of the fade area area in pixels. A value of 0
 * disables the effect.
 */
static void
st_scroll_view_update_vfade_effect (StScrollView *self,
                                    float fade_offset)
{
  StScrollViewPrivate *priv = ST_SCROLL_VIEW (self)->priv;

  /* A fade amount of more than 0 enables the effect. */
  if (fade_offset > 0.)
    {
      if (priv->vfade_effect == NULL) {
        priv->vfade_effect = g_object_new (ST_TYPE_SCROLL_VIEW_FADE, NULL);

        clutter_actor_add_effect_with_name (CLUTTER_ACTOR (self), "vfade",
                                            CLUTTER_EFFECT (priv->vfade_effect));
      }

      g_object_set (priv->vfade_effect,
                    "fade-offset", fade_offset,
                    NULL);
    }
   else
    {
      if (priv->vfade_effect != NULL) {
        clutter_actor_remove_effect (CLUTTER_ACTOR (self), CLUTTER_EFFECT (priv->vfade_effect));
        priv->vfade_effect = NULL;
      }
    }

  clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
コード例 #2
0
void Animation::unloadShader() {
    printf("Unloading previous shader...\n");
    // Pop off the old shader:
    if (shaderLoaded) {
        shaderLoaded = false;
        clutter_actor_remove_effect(shaderOutput, shaderEffect);
    }
}
コード例 #3
0
ファイル: st-scroll-view.c プロジェクト: aldatsa/Cinnamon
static void
st_scroll_view_dispose (GObject *object)
{
  StScrollViewPrivate *priv = ST_SCROLL_VIEW (object)->priv;

  if (priv->vfade_effect)
    {
      clutter_actor_remove_effect (CLUTTER_ACTOR (object), CLUTTER_EFFECT (priv->vfade_effect));
      priv->vfade_effect = NULL;
    }

  if (priv->vscroll)
    clutter_actor_destroy (priv->vscroll);

  if (priv->hscroll)
    clutter_actor_destroy (priv->hscroll);

  /* For most reliable freeing of memory, an object with signals
   * like StAdjustment should be explicitly disposed. Since we own
   * the adjustments, we take care of that. This also disconnects
   * the signal handlers that we established on creation.
   */
  if (priv->hadjustment)
    {
      g_object_run_dispose (G_OBJECT (priv->hadjustment));
      g_object_unref (priv->hadjustment);
      priv->hadjustment = NULL;
    }

  if (priv->vadjustment)
    {
      g_object_run_dispose (G_OBJECT (priv->vadjustment));
      g_object_unref (priv->vadjustment);
      priv->vadjustment = NULL;
    }

  if (priv->setting_connect_id > 0) {
    g_signal_handler_disconnect (priv->settings, priv->setting_connect_id);
    priv->setting_connect_id = 0;
  }

  g_signal_handlers_disconnect_by_func (ST_SCROLL_VIEW (object), motion_event_cb, ST_SCROLL_VIEW (object));

  G_OBJECT_CLASS (st_scroll_view_parent_class)->dispose (object);
}